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File 143519256968.png - (73.38KB , 800x600 , June_Quest_Act_IV.png )
650533 No. 650533 ID: 1f8505

78 posts omitted. Last 50 shown. Expand all images
>>
No. 921013 ID: 2202fb

Seems like thread resuscitation is in right now...
>>
No. 921280 ID: 8eaf98

on the one hand, I was hoping for a finished story, on the other hand, the thread rez means I may still get that yet, just not NOW

potential good news YOU have the cool mind powers rather than the zombies, given it seems to want you to get those powers BACK what with that whole one flesh nonsense

For one our voices don't sound like artifacting.
>>
No. 922116 ID: b5fb67
File 155052695143.png - (127.12KB , 1485x1055 , June_237.png )
922116

I deftly slip a shoe off.

"I'm gonna throw my shoe at him" I whisper to Taylor.

Lt. Taylor (whispering back): "What? No! That's a stupid idea!"

"I'm gonna do it!" I whisper back.

Lt. Taylor hisses to me in a harsh whisper "Sarah no!"

"Sarah YES!" I underhand chuck my shoe towards the goatee'd man. It sails beautifully through the air before it smacks the man in the face.

???: "OW!"

I shout back to the man "Could a hallucination do that?"

???: "OKAY! Okay! Okay. You're not in my imagination. I'm coming out!"

Taylor peeks around the corner as the man holsters his sidearm and approaches us.

Lt. Taylor: "...Keel? Is that you?"
>>
No. 922117 ID: afdebc

>>922116
Well it's a good thing that worked, or else you wouldn't get that back, and you'd end up running through zombie goo without a shoe later.
>>
No. 922119 ID: e3e99e

>>922116
"If you're sufficiently convinced, we have a lot of distance to cover, a lot of work to do, and we need everybody who can aim and shoot ready to do so.

But before that, can you tell us about your hallucinations? We need more information about the threat, and that would be a useful datapoint.

Also, I need my shoe back."
>>
No. 922125 ID: 2202fb

>>922119
meh, just mind power it over
>>
No. 922147 ID: 06ac08

>>922125
We're trying not to spooked everyone with our telekinesis though.

Interrogate man about what he knows!
>>
No. 922533 ID: 5b93d3

>>922116
>I'm coming out!
Ask him to bring your shoe with him.
>>
No. 922737 ID: 8eaf98

>>922533
Seconding this.
>>
No. 923146 ID: b5fb67
File 155105829287.png - (485.35KB , 1885x972 , June_238.png )
923146

Keel: "Lieutenant Taylor? Gads, I can't believe you're still alive!"

Lt. Taylor: "I could say the same thing about you, Keel."

Keel hands me my shoe and smirks.

Keel: "Good shot, miss."

I give him a goofy smile as I slip my shoe back on. "Thanks."

Jacobe and the rest of the survivors enter the Security room. Keel is taken aback by the number of people in front of him.

Keel: "Damn, didn't know there were this many people left! Maybe there is hope..."

Jacobe files through the survivors and stands in front of Keel.

Keel: "Lieutenant Commander! Sir!"

Keel salutes, but Jacobe puts his hand up.

Lt. Cmdr. Jacobe: "At ease, Keel. I'm not concerned about pulling rank at this point. I just need to know what happened here."

Keel relaxes his stance as we gather around Keel, curious as to why the security deck is a mess.

Keel: "Yessir. So as you're probably aware, a great deal of the ships's crew started... mutating."

A heavy air seems to settle around us as we suddenly remember the situation we are trapped in.

Keel: "Many of the second shift security members gathered here to arm themselves and discuss what to do next. It was pretty fucked, a ton demanded to hightail it out of here and call for help, but a few wanted to stay and look for survivors. Alisa, Tristan, Marco, Helen, and Chakir voted to stay and look for survivors while the rest of us evac'd and called for help. They armed themselves and departed, so the remaining personnel, myself included, prepared to head to the shuttlecraft. But before that happened, we... heard whispers. It's hard to describe, kind of like..."

Keel starts to turn pale.

Keel: "...like someone poking the inside of your brain. I dunno. We all became scared as hell, some guys claimed they saw monsters out of the corner of their eye. But then that THING just..."

Keel trails off as his gaze wanders towards the Waste Management door. Visible beads of sweat form on his forehead.

Lt. Cmdr. Jacobe: "Keel?"

Keel looks back towards us.

Keel: "We need to get the hell out of here. Some kind of... thing might still be in the Waste Management area!"
>>
No. 923168 ID: 4fa176

Yeah we gotta get out of here. But first, get some guns! All of the guns.
>>
No. 923191 ID: 2202fb

>>923168
and armor and ordinance. Form a bucket brigade to get it out faster.
>>
No. 923447 ID: e3e99e

>>923146
"If you see or hear anything strange, say something. Even if you're sure your eyes and ears are playing tricks, and that goes double if you think it's a hallucination. It's less effort to check than fight off an ambush, and it's harder to fool two or three people than one.
The good news is that their shenanigans seem useless on machines. Ship systems have been sabotaged, but not suborned."
>>
No. 924284 ID: b5fb67
File 155167048855.png - (68.32KB , 1790x974 , June_239.png )
924284

Sarah turns to Keel.

"If you see or hear anything strange, say something. Even if you're sure your eyes and ears are playing tricks, and that goes double if you think it's a hallucination. It's less effort to check than fight off an ambush, and it's harder to fool two or three people than one. The good news is that their shenanigans seem useless on machines. Ship systems have been sabotaged, but not suborned."

Keel nods.

Keel: "Yeah, that sounds good."

Lt. Cmdr. Jacobe: "But first, let's get armed. These tasers don't do shit against these undead mutants."

Lt. Taylor nods and heads to the Armory door. He punches in a code and the door slides open. Lt. Cmdr. Jacobe walks in and heads straight to a large heavy-looking gun safe in the back. I follow behind him.
>>
No. 924285 ID: b5fb67
File 155167049101.png - (126.88KB , 1910x972 , June_240.png )
924285

At the safe Jacobe slides his ID card through the slot and punches in another code. The right-side door of the safe emits a heavy 'click' and the door opens. Inside are two long rows of panels, each denoted by a colored LED, some storage cases, and several boxes of 9mm ammunition.

Surprisingly spartan for a gun safe, I would think.

Jacobe looks down the rows of LED's and frowns. Then he puts a hand on his head. He seems visibly stressed.

Lt. Cmdr. Jacobe: "Folks, we got a problem: there are only three handguns left in here. Plenty of ammunition and magazines, but just three guns."

Taylor enters behind me as several survivors poke their heads into the Armory.

Lt. Taylor: "So what? That just means me and you are now armed. That's all that matters, right? Besides, there's bound to be more arms in the other side of the safe."

Lt. Cmdr. Jacobe: "That's the other problem: the other side of the safe won't open. Apparently I don't have high enough clearance for whatever's in there!"

Taylor gives a frustrated sigh.

Lt. Taylor: "Can't we force it open?"

Lt. Cmdr. Jacobe: "You know we can't do that without causing a lockdown!"

Taylor looks at the survivors.

Lt. Taylor: "Do we even know if they can handle firearms?"

Jacobe turns to the survivors.

Lt. Cmdr. Jacobe: "Hey guys! Who among you has ever handled a handgun? Gimmie a shout if you have!"

Devin: "I have! Spent 30 years in the Dwarven service, I know my way 'round a handgun."

Cherie: "My uncle took me hunting several times when I was a teenager, I can reasonably handle small arms."

I speak up next.

"My dad was in the Navy, and he taught me how to shoot. I had a .22 earlier before it got sucked into space."

Taylor turns back to Jacobe.

"Well, we got at least 3 other people who can handle a gun. How do we distribute these?"
>>
No. 924293 ID: 79b545

Try this: Taylor and Jacobe get a gun, and give Devin the third. Yhen ask about what the lockdown meand if we force the safe open.
>>
No. 924302 ID: e3e99e

>>924285
"Is there a safety pull to open the vault from the inside?"
Option 1: Psychic powers pull the safety and pop it open.
Option 2: Wheelbot! Do everything!
>>
No. 924311 ID: 5da03e

Before we risk triggering a lockdown, we should be ready to deal with escaping from one. What's the process for clearing a lockdown of the rooms? Gotta be something like an executive officer inputting an override to return the rooms to normal, but there might be a secondary way too in the event of the ship having met catastrophic damage and a lockdown being triggered by the damage. Might be as simple as some helpers on the outside of the lockdown having some tools and a little time.

Besides that, while Wheelbot's not secret at all (obviously) Sarah's powers aren't known to anyone but Taylor and Wheelbot. And luckily Wheelbot don't care, and Taylor thinks her powers are cool and she's hot. Others might not be so pragmatic, understanding, or unflinching.
>>
No. 924452 ID: 8eaf98

get details on lockdown, have wheelbot do all the things.
>>
No. 925009 ID: b5fb67
File 155200292347.png - (142.50KB , 847x1044 , June_241.png )
925009

"Well, I'd say give yourself, Taylor, and Devin the sidearms."

Lt. Cmdr. Jacobe nods and starts handing sidearms and magazines to the officers.

"So tell me about this lockdown. How does it work?"

Lt. Taylor turns to me.

Lt. Taylor: "So here's my understanding of it: the safe and lockers in the armory here are connected to a computer designed to detect intrusions or forced entry."

Thump

Lt. Taylor: "If forced entry is detected, the entryways to the elevator, armory, security room, and waste management are sealed by a blast door that comes down from the ceiling, like this."

Lt. Taylor makes a sliding door motion with his hands.

Thud

Lt. Taylor: "A signal is then sent to the captain about the break in and then they decide what to do next. Since the captain is... unavailable, I doubt any response can be sent to cancel the lockdown. Can't really cancel the lockdown from here as far as I know."

Thud thud thud

"Could Wheelbot bypass the security?"

Lt. Taylor: "Not likely. Maintenance robots aren't really allowed to tamper with secure areas of the ship."

WHAM WHAM

Lt. Taylor: "For fuck's sake! What is that noise?!"

Suddenly we get a panicked yell from Keel.

Keel: "LIEUTENANT! IT'S BACK! IT'S BACK!"
>>
No. 925021 ID: a819dc

Oh shit oh shit oh shit. Uh ok here is what we do; we need those arms so we gotta jam the blast doors open with the stuff lying around. Move stuff to door entrances and then raid that safe.
>>
No. 925031 ID: cbdfa8

I suggest aiming for the head.
it will get rid of its nerves system making it paralyzed. plus any brain matter lost will make its thing processes screw up and will eye sight will go away if the frontal lobe is shoot to hell.
>>
No. 925058 ID: 2202fb

>>925009
crush it with your brain
>>
No. 925097 ID: 5da03e

>>925009
We shouldn't fight it here. We're cornered here. We should run.
>>
No. 928626 ID: 8eaf98

Go check what it even is. It's on the way out anyway right?
>>
No. 930764 ID: b5fb67
File 155597103653.png - (81.20KB , 1630x971 , June_242.png )
930764

WHAM WHAM WHAM

The sound of metal being slammed grows louder as Jacobe barks orders.

Lt. Cmdr. Jacobe: "Grab that equipment and move it to the doors! We need to jam them so we can get the better weapons! Go go go!"

Taylor and I start moving a large piece of equipment to the Armory doorway while the others grab what they can in kind.

WHAM WHAM

The sound of metal being slammed turns into the sound of metal being bent. As soon as the equipment is in place, I dart into the entrance room and look at the door.

Keel: "We need to leave NOW! We don't have a chance against that thing!"

Lt. Cmdr. Jacobe: "The others didn't have access to additional firearms! We get them, we may have a better chance at survival!"
>>
No. 930765 ID: b5fb67
File 155597104129.png - (231.78KB , 1630x906 , June_243.png )
930765

WHAM

The door to Waste Management is being hammered. Something behind the door is punching large dents into the door, and has damaged the locking mechanism.

WHAM WHAM

My mind races. Whatever is behind that door is powerful, and a minute away from breaking through.

Possible courses of action:
-Trigger the lockdown now to potentially block off the threat
-Rush for the elevator (will not have time to get additional weapons)
-Barricade the Waste Management door with whatever's handy
-Fortify the Armory and wait for the threat in order to surprise attack it
-Other?
>>
No. 930767 ID: 0fae41

Barricade the Waste Management door with whatever's handy. Preferably something that will explode when the monster breaks through. Sticking around to witness that thing will not be good for your fellow survivors' sanity.
>>
No. 930772 ID: 8eaf98

>>930765
According to https://www.chemicalspill.org/diamond.html that canister contains something that has (from top to bottom) "3 Extreme Danger", "3 Flash Point below 73 F (Boiling point at/above 100 f) and/or at/above 73 F - not exceeding 100 F", and "1 Unstable if heated" it is stated earlier (in >>726285) that it is cyanuric quadrazide and that it "Tends to be kind of explosive"
So I suggest we get those to embrace their explosive tendencies once 'thing' breaks through the door. A subtle use of telekinesis should enable us to open them and a taser should be able to ignite it. Sadly we DO need to open it cause it isn't labeled an oxidizer too.
>>724129 Shows three separate canisters, it is too bad we need to hide our telekinesis cause it would be nice to save two of those three for potential later use. Actually, stupid idea: can we use the telekinesis to hold two of them together so they do not explode with the other one?
this is technically a specific execution of \/, I think
>Fortify the Armory and wait for the threat in order to surprise attack it
>>
No. 930815 ID: ae8ec4

>>930765
-Fortify the Armory and wait for the threat in order to surprise attack it
Prepare to blow that thing up with that cannister and a taser.
>>
No. 930828 ID: b1b4f3

Okay, if the lockdown causes blast doors to come down from the ceiling, we can slide shit under where they'd come down to keep them from blocking access to our egress. Which I believe are just the armory and elevator doors? We could keep the security room open as well if needed.

That would block off the monster AND give us access to the big guns. So let's do that.
>>
No. 930830 ID: b5fb67

Just a quick clarification for the situation that came up:

-There are extra guns (supposedly of shotgun or SMG types) in the left half of the gun safe
-The left half of the safe is locked and inaccessible through traditional means
-Forcing the left half of the safe open would trigger a Lockdown
-Triggering the Lockdown would close the armory, security, elevator, and waste management entrances with blast doors
-The blast doors can be wedged open with the furniture being moved into place
>>
No. 930908 ID: 8eaf98

>>930830
Dang, that would have been good to know earlier. Don't think there is time anymore though, plus the door dent will likely have a similar effect to furniture on the waste management door, probably best to consider triggering lockdown after the beast is dealt with at this point. I expected more murdery lockdown doors that don't stop for nothing!alternitively they are that strong but the furniture is stronger?
Also, ima potential dumb-dumb, shoot canister with a normal bullet (telekinetics to make sure it doesn't glance off?) to make a hole and shoot taser to ignite if necessary.
>>
No. 931714 ID: 8da6b4

I sure hope it has some strong guns hidden away!

I'd agree with most. Wedge what we need open, throw that lockdown, and prep for war. If the way to the elevator isn't blocked by then, dash for it.
>>
No. 934084 ID: b5fb67
File 155890290094.png - (115.69KB , 1221x969 , June_244.png )
934084

"We need to fortify the armory! Now! Whatever's banging on that door will be coming through any second!"

WHAM WHAM WHAM

Lt. Cmdr. Jacobe: "OK. Let's move as much stuff as we can in front of the Armory! GO GO GO!"

Everyone leaps into action, shoving anything they can in front of the entrances of the Armory and Security room. The hits to the Waste Management door become more and more intense...

...until it stops.

Keel, Taylor, Jacobe, and Devin run up to the hastily assembled battlements made for the Security door and draw their handguns. Everyone else ducks into the Armory room, except for me.

Keel: "We shouldn't be here, man! We had 10 guys attacking this thing before and we couldn't beat it! What hope do we have?!"

Lt. Cmdr. Jacobe: "Keel, not to disparage on the group, but most of them were just untrained mall cops with a superiority complex."

Keel: "That doesn't make me feel any better!"

Lt. Cmdr. Jacobe: "Shut up and focus!"

Suddenly, the loud sound of bending, scraping metal and glass breaking fills the air.

SKREEEEECCCHHH
>>
No. 934085 ID: b5fb67
File 155890290524.png - (388.24KB , 1602x831 , June_245.png )
934085

I peek out to see what the armed group are looking at, and HOLY SHIT.

Bending and pushing the Waste Management doors apart is an enormous, bulky, muscled humanoid with three heads. The flesh around it is warped and pulled, almost like it was fused into place.

Giant mutant: "GrgrgRGRGAAAAAAAARRGRRGRGGGGHHHH!"

It does not look very happy.

Possible courses of action:
-Open fire on it immediately
-Wait for it to move in closer, then fire
-Wait to see if it ignores the survivors
-Wait for it to move next to the containers, then shoot the containers
-Other?

Some appropriate theme music: https://www.youtube.com/watch?v=WhiGnj7QX2A[/spoiler]
>>
No. 934086 ID: 0fae41

Red barrels red barrels RED BARRELS
>>
No. 934087 ID: 8eaf98

>>934085
Why not open fire immediately then shift to shooting at the explosives once it nears them?
I see no reason not to, so do that.
>>
No. 934090 ID: b1b4f3

In real life, explosions are bad in a confined space. However let's side with video game logic this time and blow up the monster.
>>
No. 934138 ID: e8f59c

Canister label says stable but flammable at room temperature and dangerous. Shoot it, why not?
>>
No. 934141 ID: 8eaf98

hope we got our telekinesis ready to open that tank if bullets don't work and a taser to spark it
>>
No. 934143 ID: b17d74

Use telekinesis to wave the canister in its face! If it grabs the canister, ALPHA STRIKE! Otherwise it might not automatically attack and you should save your ammo.
>>
No. 934146 ID: e3e99e

>>934085
-Wait for it to move next to the containers, then shoot the containers
>>
No. 934810 ID: b5fb67
File 155961907008.png - (147.34KB , 1604x967 , June_246.png )
934810

"Hit the tanks! Blow that thing up!" I hiss over to Jacobe.

Lt. Cmdr. Jacobe: "Sounds good to me."

The giant zombie hesitates, standing in the destroyed doorway. Jacobe, Taylor, Devin, and Keel click off their safeties. Jacobe whispers to the others.

Lt. Cmdr. Jacobe: "Aim for that canister and blow that fucker up!"

Lt. Taylor: "Roger that."

Devin: "Aye."

Keel: "Oh man..."

Jacobe gives the order.

Lt. Cmdr. Jacobe: "LIGHT IT UP!"

BANG! BANG! BANG! BANG! BANG! BANG! BANG! BANG!
>>
No. 934811 ID: b5fb67
File 155961907294.png - (32.26KB , 1033x754 , June_247.png )
934811

The canister takes several hits...

...but it doesn't explode. The rounds dent the cylindrical container but do not puncture or ignite it.

Keel: "Oh fuck! It didn't work! It didn't work!"

Lt. Taylor: "SHIT!"
>>
No. 934812 ID: b5fb67
File 155961907860.png - (442.11KB , 1439x1443 , June_248.png )
934812

The giant zombie immediately takes notice.

Giant zombie: "AAAAAARRRRRRRAAAAAAAAAAAGGGGGGGHHHHHHHHH!"

The giant zombie starts charging towards us in an angry sprint.

Possible courses of action:
-Have them attempt to shoot out its knees
-Fire at will
-Jump out and attempt to use telekinesis to slow it down
-Bail out and head into the Armory
-Other?
>>
No. 934814 ID: 094652

Telekinesis the canister to trip the monster, then RUN LIKE HELL!!!
>>
No. 934815 ID: d4d69a

>>934812
Just discreetly telekinesis one of their top vertebra out of the back of their neck. Even if they dont die, that should paralyze them. Plus, you can just say one of the guns did it or it was a fluke.
>>
No. 934836 ID: 8eaf98

>>934815
Which neck?

There is a reason I said to have the telekinesis taser combo ready... =/

I doubt this thing feels pain, and seems to be made of muscle and I do not expect our bullets to break bones, not that this thing necessarily has bones, minor flesh damage seems like it will not do much to this fella. That said it still seems to be a flesh beast so I still think fire will be effective. so yea going to go with save lives now explain telekinesis later open canister with telekinesis, ignite with electric darts or tazer or whatever, fly new flamethrower with telekinesis, burn fleshbeast.
>>
No. 935555 ID: 29a731

If memory serves, this thing proper does have a weakness, but it's a well hidden one. The best bet is to set it on fire, but will the telekinesis be able to actually open the canister? And more importantly, will they be fast enough to shoot it when it opens, and not kill everyone...?
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